So i'm having trouble figuring out how to get transparancy working with my textures. I simply have a Texture (.png) with transparant areas in it. The question now is how to display the transparancy when applying this texture onto my quad. I can't seem to figure out how to do this. I already found out that it has something to do with BlendStates (apparantly?) but have no clue how to use them. Any hints or code samples are appreciated.

Use the above code to create a blend state object. Replace SrcBlend / DstBlend with desired blending operation (check MSDN for D3D11_BLEND_DESC). Notice that you may have different operators for alpha channel. After use OMSetBlendState to set the blend state. In the pixel shader it is necessary to output the correct alpha value (from the texture in your case).

Keep in mind that you'll need to create another blend state object without any blending (BlendEnable = false) so that you can draw things which don't need blending.